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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

- it is possible to read json file with vector

- town configuration:
- - all town-related texts are now in TownHandler
- - alignments are now part of faction
- - removed CTown::bonus field
This commit is contained in:
Ivan Savenko 2012-10-05 13:11:26 +00:00
parent f113f9573d
commit 306d64b0c4
15 changed files with 227 additions and 225 deletions

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@ -764,6 +764,7 @@ void CBattleAI::attemptCastingSpell()
}
default:
assert(0);
return 0;
}
};

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@ -2293,6 +2293,41 @@ OptionsTab::SelectedBox::SelectedBox( SelType Which, ui8 Player )
addUsedEvents(RCLICK);
}
size_t OptionsTab::SelectedBox::getBonusImageIndex() const
{
enum EBonusSelection //frames of bonuses file
{
WOOD_ORE = 0, CRYSTAL = 1, GEM = 2,
MERCURY = 3, SULFUR = 5, GOLD = 8,
ARTIFACT = 9, RANDOM = 10,
WOOD = 0, ORE = 0, MITHRIL = 10 // resources unavailable in bonuses file
};
const PlayerSettings &s = SEL->sInfo.playerInfos[player];
switch(s.bonus)
{
case -1: return RANDOM;
case 0: return ARTIFACT;
case 1: return GOLD;
case 2:
switch (CGI->townh->towns[s.castle].primaryRes)
{
case 127 : return WOOD_ORE;
case Res::WOOD : return WOOD;
case Res::MERCURY : return MERCURY;
case Res::ORE : return ORE;
case Res::SULFUR : return SULFUR;
case Res::CRYSTAL : return CRYSTAL;
case Res::GEMS : return GEM;
case Res::GOLD : return GOLD;
case Res::MITHRIL : return MITHRIL;
}
default:
assert(0);
return 0;
}
}
SDL_Surface * OptionsTab::SelectedBox::getImg() const
{
const PlayerSettings &s = SEL->sInfo.playerInfos[player];
@ -2323,29 +2358,9 @@ SDL_Surface * OptionsTab::SelectedBox::getImg() const
}
break;
case BONUS:
{
int pom;
switch (s.bonus)
{
case -1:
pom=10;
break;
case 0:
pom=9;
break;
case 1:
pom=8;
break;
case 2:
pom=CGI->townh->towns[s.castle].bonus;
break;
return CGP->bonuses->ourImages[getBonusImageIndex()].bitmap;
default:
assert(0);
}
return CGP->bonuses->ourImages[pom].bitmap;
}
default:
return NULL;
return nullptr;
}
}
@ -2356,7 +2371,7 @@ const std::string * OptionsTab::SelectedBox::getText() const
{
case TOWN:
if (s.castle < GameConstants::F_NUMBER && s.castle >= 0)
return &CGI->townh->towns[s.castle].Name();
return &CGI->townh->factions[s.castle].name;
else if (s.castle == -1)
return &CGI->generaltexth->allTexts[522];
else if (s.castle == -2)

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@ -187,11 +187,13 @@ class OptionsTab : public CIntObject
CPicture *bg;
public:
enum SelType {TOWN, HERO, BONUS};
struct SelectedBox : public CIntObject //img with current town/hero/bonus
{
SelType which;
ui8 player; //serial nr
size_t getBonusImageIndex() const;
SDL_Surface *getImg() const;
const std::string *getText() const;

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@ -3,6 +3,7 @@
{
"index" : 0,
"nativeTerrain": "grass",
"alignment" : "good",
"creatureBackground" :
{
"120px" : "TPCASCAS",
@ -183,6 +184,7 @@
{
"index" : 1,
"nativeTerrain": "grass",
"alignment" : "good",
"creatureBackground" :
{
"120px" : "TPCASRAM",
@ -368,6 +370,7 @@
{
"index" : 2,
"nativeTerrain" : "snow",
"alignment" : "good",
"creatureBackground" :
{
"120px" : "TPCASTOW",
@ -545,6 +548,7 @@
{
"index" : 3,
"nativeTerrain": "lava",
"alignment" : "evil",
"creatureBackground" :
{
"120px" : "TPCASINF",
@ -724,6 +728,7 @@
{
"index" : 4,
"nativeTerrain": "dirt",
"alignment" : "evil",
"creatureBackground" :
{
"120px" : "TPCASNEC",
@ -906,6 +911,7 @@
{
"index" : 5,
"nativeTerrain": "subterra",
"alignment" : "evil",
"creatureBackground" :
{
"120px" : "TPCASDUN",
@ -1082,6 +1088,7 @@
{
"index" : 6,
"nativeTerrain": "rough",
"alignment" : "neutral",
"creatureBackground" :
{
"120px" : "TPCASSTR",
@ -1257,6 +1264,7 @@
{
"index" : 7,
"nativeTerrain": "swamp",
"alignment" : "neutral",
"creatureBackground" :
{
"120px" : "TPCASFOR",
@ -1435,6 +1443,7 @@
{
"index" : 8,
"nativeTerrain": "grass",
"alignment" : "neutral",
"creatureBackground" :
{
"120px" : "TPCASELE",
@ -1615,6 +1624,7 @@
"neutral" :
{
"index" : 9,
"alignment" : "neutral",
"creatureBackground" :
{
"120px" : "TPCASNEU",

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@ -24,12 +24,7 @@ CCreatureHandler::CCreatureHandler()
{
VLC->creh = this;
// Set the faction alignments to the defaults:
// Good: Castle, Rampart, Tower
// Evil: Inferno, Necropolis, Dungeon
// Neutral: Stronghold, Fortess, Conflux, neutrals
factionAlignments += 1, 1, 1, -1, -1, -1, 0, 0, 0, 0;
doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //according to Strategija
doubledCreatures += 4, 14, 20, 28, 44, 60, 70, 72, 85, 86, 100, 104; //FIXME: move to creature config //according to Strategija
allCreatures.setDescription("All creatures");
creaturesOfLevel[0].setDescription("Creatures of unnormalized tier");
@ -94,7 +89,7 @@ bool CCreature::isUndead() const
*/
bool CCreature::isGood () const
{
return VLC->creh->isGood(faction);
return VLC->townh->factions[faction].alignment == EAlignment::GOOD;
}
/**
@ -103,7 +98,7 @@ bool CCreature::isGood () const
*/
bool CCreature::isEvil () const
{
return VLC->creh->isEvil(faction);
return VLC->townh->factions[faction].alignment == EAlignment::EVIL;
}
si32 CCreature::maxAmount(const std::vector<si32> &res) const //how many creatures can be bought
@ -151,26 +146,6 @@ bool CCreature::isItNativeTerrain(int terrain) const
return VLC->townh->factions[faction].nativeTerrain == terrain;
}
/**
* Determines if a faction is good.
* @param ID of the faction.
* @return true if the faction is good, false otherwise.
*/
bool CCreatureHandler::isGood (si8 faction) const
{
return factionAlignments[faction] == 1;
}
/**
* Determines if a faction is evil.
* @param ID of the faction.
* @return true if the faction is evil, false otherwise.
*/
bool CCreatureHandler::isEvil (si8 faction) const
{
return factionAlignments[faction] == -1;
}
static void AddAbility(CCreature *cre, const JsonVector &ability_vec)
{
Bonus *nsf = new Bonus();

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@ -132,7 +132,6 @@ public:
std::set<TCreature> doubledCreatures; //they get double week
std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info
bmap<std::string,int> nameToID;
std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
int factionToTurretCreature[GameConstants::F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
//stack exp
@ -156,9 +155,6 @@ public:
void loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigParser &parser);
int stringToNumber(std::string & s);//help function for parsing CREXPBON.txt
bool isGood (si8 faction) const;
bool isEvil (si8 faction) const;
int pickRandomMonster(const boost::function<int()> &randGen = 0, int tier = -1) const; //tier <1 - CREATURES_PER_TOWN> or -1 for any
void addBonusForTier(int tier, Bonus *b); //tier must be <1-7>
void addBonusForAllCreatures(Bonus *b);

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@ -389,7 +389,7 @@ CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, TPlayerColor p
if(player>=GameConstants::PLAYER_LIMIT)
{
tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
tlog1 << "Cannot pick hero for " << town->typeID << ". Wrong owner!\n";
return NULL;
}
@ -1323,7 +1323,7 @@ void CGameState::init(StartInfo * si)
if(!vti->town)
vti->town = &VLC->townh->towns[vti->subID];
if (vti->name.length()==0) // if town hasn't name we draw it
vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
vti->name = vti->town->names[ran()%vti->town->names.size()];
//init buildings
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings

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@ -209,93 +209,6 @@ void CGeneralTextHandler::load()
}
while (parser.endLine() && bioParser.endLine());
}
{
CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
for(int i=0; i<15; i++)
{
std::string name = parser.readString();
std::string descr = parser.readString();
parser.endLine();
for(int j=0; j<GameConstants::F_NUMBER; j++)
{
buildings[j][i].first = name;
buildings[j][i].second = descr;
}
}
parser.endLine(); // silo
parser.endLine(); // blacksmith //unused entries
parser.endLine(); // moat
//shipyard with the ship
std::string name = parser.readString();
std::string descr = parser.readString();
parser.endLine();
for(int j=0; j<GameConstants::F_NUMBER; j++)
{
buildings[j][20].first = name;
buildings[j][20].second = descr;
}
//blacksmith
for(int j=0; j<GameConstants::F_NUMBER; j++)
{
buildings[j][16].first = parser.readString();
buildings[j][16].second = parser.readString();
parser.endLine();
}
}
{
CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
for(int town=0; town<GameConstants::F_NUMBER; town++)
{
for(int build=0; build<9; build++)
{
buildings[town][17+build].first = parser.readString();
buildings[town][17+build].second = parser.readString();
parser.endLine();
}
buildings[town][26].first = parser.readString(); // Grail
buildings[town][26].second = parser.readString();
parser.endLine();
buildings[town][15].first = parser.readString(); // Resource silo
buildings[town][15].second = parser.readString();
parser.endLine();
}
}
{
CLegacyConfigParser parser("DATA/DWELLING.TXT");
for(int town=0; town<GameConstants::F_NUMBER; town++)
{
for(int build=0; build<14; build++)
{
buildings[town][30+build].first = parser.readString();
buildings[town][30+build].second = parser.readString();
parser.endLine();
}
}
}
{
CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
do
{
townTypes.push_back(typeParser.readString());
townNames.push_back(std::vector<std::string>());
for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
{
townNames.back().push_back(nameParser.readString());
nameParser.endLine();
}
}
while (typeParser.endLine());
}
{
CLegacyConfigParser nameParser("DATA/MINENAME.TXT");
CLegacyConfigParser eventParser("DATA/MINEEVNT.TXT");

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@ -75,9 +75,6 @@ public:
//towns
std::vector<std::string> tcommands, hcommands, fcommands; //texts for town screen, town hall screen and fort screen
std::vector<std::string> tavernInfo;
std::vector<std::vector<std::string> > townNames; //[type id] => vec of names of instances
std::vector<std::string> townTypes; //castle, rampart, tower, etc
std::map<int, std::map<int, std::pair<std::string, std::string> > > buildings; //map[town id][building id] => pair<name, description>
std::vector<std::pair<std::string,std::string> > zelp;
std::vector<std::string> lossCondtions;

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@ -2051,7 +2051,7 @@ void CGTownInstance::initObj()
///initialize town structures
{
blockVisit = true;
hoverName = name + ", " + town->Name();
hoverName = name + ", " + VLC->townh->factions[town->typeID].name;
if (subID == ETownType::DUNGEON)
creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
@ -2294,7 +2294,7 @@ std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode
std::string CGTownInstance::nodeName() const
{
return "Town (" + (town ? town->Name() : "unknown") + ") of " + name;
return "Town (" + (town ? VLC->townh->factions[town->typeID].name : "unknown") + ") of " + name;
}
void CGTownInstance::deserializationFix()
@ -2372,7 +2372,7 @@ bool CGTownInstance::addBonusIfBuilt(int building, int type, int val, TPropagato
if(hasBuilt(building))
{
std::ostringstream descr;
descr << VLC->generaltexth->buildings[subID][building].first << " ";
descr << town->buildings[building]->Name() << " ";
if(val > 0)
descr << "+";
else if(val < 0)

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@ -19,21 +19,11 @@
const std::string & CBuilding::Name() const
{
if(name.length())
return name;
else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
return VLC->generaltexth->buildings[tid][bid].first;
tlog2 << "Warning: Cannot find name text for building " << bid << "for " << tid << "town.\n";
return name;
}
const std::string & CBuilding::Description() const
{
if(description.length())
return description;
else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
return VLC->generaltexth->buildings[tid][bid].second;
tlog2 << "Warning: Cannot find description text for building " << bid << "for " << tid << "town.\n";
return description;
}
@ -60,22 +50,6 @@ si32 CBuilding::getDistance(CBuilding::BuildingType buildID) const
return -1;
}
const std::string & CTown::Name() const
{
if(name.length())
return name;
else
return VLC->generaltexth->townTypes[typeID];
}
const std::vector<std::string> & CTown::Names() const
{
if(names.size())
return names;
else
return VLC->generaltexth->townNames[typeID];
}
CTownHandler::CTownHandler()
{
VLC->townh = this;
@ -105,7 +79,7 @@ void CTownHandler::loadLegacyData(JsonNode & dest)
//Unique buildings
for (size_t town=0; town<GameConstants::F_NUMBER; town++)
{
JsonVector & buildList = dest.Vector()[town].Vector();
JsonVector & buildList = dest.Vector()[town]["buildings"].Vector();
buildList.resize( 30 ); //prepare vector for first set of buildings
@ -132,7 +106,7 @@ void CTownHandler::loadLegacyData(JsonNode & dest)
JsonNode building = readBuilding(parser);
for (size_t town=0; town<GameConstants::F_NUMBER; town++)
dest.Vector()[town].Vector()[buildID] = building;
dest.Vector()[town]["buildings"].Vector()[buildID] = building;
buildID++;
}
@ -149,10 +123,108 @@ void CTownHandler::loadLegacyData(JsonNode & dest)
do
{
dest.Vector()[town].Vector().push_back(readBuilding(parser));
dest.Vector()[town]["buildings"].Vector().push_back(readBuilding(parser));
}
while (!parser.isNextEntryEmpty());
}
{
CLegacyConfigParser parser("DATA/BLDGNEUT.TXT");
for(int building=0; building<15; building++)
{
std::string name = parser.readString();
std::string descr = parser.readString();
parser.endLine();
for(int j=0; j<GameConstants::F_NUMBER; j++)
{
JsonVector & buildings = dest.Vector()[j]["buildings"].Vector();
buildings[building]["name"].String() = name;
buildings[building]["description"].String() = descr;
}
}
parser.endLine(); // silo
parser.endLine(); // blacksmith //unused entries
parser.endLine(); // moat
//shipyard with the ship
std::string name = parser.readString();
std::string descr = parser.readString();
parser.endLine();
for(int town=0; town<GameConstants::F_NUMBER; town++)
{
JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
buildings[20]["name"].String() = name;
buildings[20]["description"].String() = descr;
}
//blacksmith
for(int town=0; town<GameConstants::F_NUMBER; town++)
{
JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
buildings[16]["name"].String() = parser.readString();
buildings[16]["description"].String() = parser.readString();
parser.endLine();
}
}
{
CLegacyConfigParser parser("DATA/BLDGSPEC.TXT");
for(int town=0; town<GameConstants::F_NUMBER; town++)
{
JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
for(int build=0; build<9; build++)
{
buildings[17+build]["name"].String() = parser.readString();
buildings[17+build]["description"].String() = parser.readString();
parser.endLine();
}
buildings[26]["name"].String() = parser.readString(); // Grail
buildings[26]["description"].String() = parser.readString();
parser.endLine();
buildings[15]["name"].String() = parser.readString(); // Resource silo
buildings[15]["description"].String() = parser.readString();
parser.endLine();
}
}
{
CLegacyConfigParser parser("DATA/DWELLING.TXT");
for(int town=0; town<GameConstants::F_NUMBER; town++)
{
JsonVector & buildings = dest.Vector()[town]["buildings"].Vector();
for(int build=0; build<14; build++)
{
buildings[30+build]["name"].String() = parser.readString();
buildings[30+build]["description"].String() = parser.readString();
parser.endLine();
}
}
}
{
CLegacyConfigParser typeParser("DATA/TOWNTYPE.TXT");
CLegacyConfigParser nameParser("DATA/TOWNNAME.TXT");
size_t townID=0;
do
{
JsonNode & town = dest.Vector()[townID];
town["name"].String() = typeParser.readString();
for (int i=0; i<GameConstants::NAMES_PER_TOWN; i++)
{
JsonNode name;
name.String() = nameParser.readString();
town["names"].Vector().push_back(name);
nameParser.endLine();
}
townID++;
}
while (typeParser.endLine());
}
}
void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
@ -269,13 +341,10 @@ void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
void CTownHandler::loadTown(CTown &town, const JsonNode & source)
{
town.bonus = town.typeID;
if (town.bonus==8)
town.bonus=3;
town.mageLevel = source["mageGuild"].Float();
town.primaryRes = source["primaryResource"].Float();
town.warMachine = source["warMachine"].Float();
town.names = source["names"].StdVector<std::string>();
// Horde building creature level
BOOST_FOREACH(const JsonNode &node, source["horde"].Vector())
@ -331,18 +400,17 @@ void CTownHandler::loadFactions(const JsonNode &source)
CFaction & faction = factions[id];
faction.factionID = id;
faction.name = node.first;
faction.name = node.second["name"].String();
faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
if (!node.second["nativeTerrain"].isNull())
{
//get terrain as string and converto to numeric ID
faction.nativeTerrain = boost::find(GameConstants::TERRAIN_NAMES, node.second["nativeTerrain"].String()) - GameConstants::TERRAIN_NAMES;
}
faction.nativeTerrain = vstd::find_pos(GameConstants::TERRAIN_NAMES, node.second["nativeTerrain"].String());
int alignment = vstd::find_pos(EAlignment::names, node.second["alignment"].String());
if (alignment == -1)
faction.alignment = EAlignment::NEUTRAL;
else
faction.nativeTerrain = -1;
faction.alignment = alignment;
if (!node.second["town"].isNull())
{
@ -361,7 +429,7 @@ void CTownHandler::load()
JsonNode legacyConfig;
loadLegacyData(legacyConfig);
//hardocoded list of H3 factions. Should be only used to convert H3 configs
//hardcoded list of H3 factions. Should be only used to convert H3 configs
static const std::string factionName [GameConstants::F_NUMBER] =
{
"castle", "rampart", "tower",
@ -370,24 +438,35 @@ void CTownHandler::load()
};
// semi-manually merge legacy config with towns json
// legacy config have only one item: town buildings stored in 2d vector
for (size_t i=0; i< legacyConfig.Vector().size(); i++)
{
JsonNode & buildings = buildingsConf[factionName[i]]["town"]["buildings"];
BOOST_FOREACH(JsonNode & building, buildings.Vector())
{
JsonNode & legacyFaction = legacyConfig.Vector()[i];
if (vstd::contains(building.Struct(), "id"))
JsonNode & outputFaction = buildingsConf[factionName[i]];
if (outputFaction["name"].isNull())
outputFaction["name"] = legacyFaction["name"];
if (!outputFaction["town"].isNull())
{
if (outputFaction["town"]["names"].isNull())
outputFaction["town"]["names"] = legacyFaction["names"];
JsonNode & outputBuildings = outputFaction["town"]["buildings"];
JsonVector & legacyBuildings = legacyFaction["buildings"].Vector();
BOOST_FOREACH(JsonNode & building, outputBuildings.Vector())
{
if (vstd::contains(building.Struct(), "id") &&
legacyBuildings.size() > building["id"].Float() )
{
//find same buildings in legacy and json configs
JsonNode & legacyBuilding = legacyFaction.Vector()[building["id"].Float()];
JsonNode & legacyBuilding = legacyBuildings[building["id"].Float()];
if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
JsonNode::merge(building, legacyBuilding);
}
}
}
}
loadFactions(buildingsConf);
}

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@ -83,14 +83,11 @@ struct DLL_LINKAGE CStructure
class DLL_LINKAGE CTown
{
std::string name;
std::string description;
public:
TFaction typeID;//same as CFaction::factionID
std::vector<std::string> names; //names of the town instances
public:
TFaction typeID;//also works as factionID
/// level -> list of creatures on this tier
// TODO: replace with pointers to CCreature
std::vector<std::vector<TCreature> > creatures;
@ -100,7 +97,6 @@ public:
// should be removed at least from configs in favour of auto-detection
std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
ui32 mageLevel; //max available mage guild level
int bonus; //pic number
ui16 primaryRes, warMachine;
// Client-only data. Should be moved away from lib
@ -127,12 +123,9 @@ public:
}
} clientInfo;
const std::vector<std::string> & Names() const;
const std::string & Name() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & names & typeID & creatures & buildings & hordeLvl & mageLevel & bonus
h & names & typeID & creatures & buildings & hordeLvl & mageLevel
& primaryRes & warMachine & clientInfo;
}
@ -155,10 +148,12 @@ struct DLL_LINKAGE SPuzzleInfo
class CFaction
{
public:
std::string name; //reference name, usually lower case
std::string name; //town name, by default - from TownName.txt
TFaction factionID;
ui32 nativeTerrain;
ui8 nativeTerrain;
ui8 alignment; // uses EAlignment enum
std::string creatureBg120;
std::string creatureBg130;

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@ -110,6 +110,8 @@ namespace ELossConditionType
namespace EAlignment
{
enum EAlignment { GOOD, EVIL, NEUTRAL };
const std::string names [3] = {"good", "evil", "neutral"}; //for parsing from config file
}
namespace ETownType

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@ -882,6 +882,9 @@ bool JsonValidator::addMessage(const std::string &message)
JsonValidator::JsonValidator(JsonNode &root, bool Minimize):
minimize(Minimize)
{
if (root.getType() != JsonNode::DATA_STRUCT)
return;
JsonNode schema;
schema.swap(root["schema"]);
root.Struct().erase("schema");

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@ -77,16 +77,7 @@ public:
const JsonMap & Struct() const;
template<typename T>
std::vector<T> StdVector() const
{
static_assert(std::is_arithmetic<T>::value, "This works with numbers only.");
std::vector<T> ret;
BOOST_FOREACH(const JsonNode &node, Vector())
{
ret.push_back(node.Float());
}
return ret;
}
std::vector<T> StdVector() const;
//operator [], for structs only - get child node by name
JsonNode & operator[](std::string child);
@ -107,6 +98,29 @@ public:
static void mergeCopy(JsonNode & dest, JsonNode source);
};
template<>
inline std::vector<std::string> JsonNode::StdVector() const
{
std::vector<std::string> ret;
BOOST_FOREACH(const JsonNode &node, Vector())
{
ret.push_back(node.String());
}
return ret;
}
template<typename T>
std::vector<T> JsonNode::StdVector() const
{
static_assert(std::is_arithmetic<T>::value, "This works with numbers only.");
std::vector<T> ret;
BOOST_FOREACH(const JsonNode &node, Vector())
{
ret.push_back(node.Float());
}
return ret;
}
class JsonWriter
{
//prefix for each line (tabulation)